cbuffer constantBufferPerScene {
	float4x4 worldViewProjection;
};

struct VS_COLORED_OUTPUT {
	float4 position : SV_POSITION;
	float4 color : COLOR;
};

VS_COLORED_OUTPUT vertexColoredShader(float4 inPosition : POSITION, float4 inColor : COLOR) {
	VS_COLORED_OUTPUT output;
	output.position = mul(inPosition, worldViewProjection);
	output.color = inColor;
	return output;
}